Rob Lang wrote:Gun reliability are definitely in the realm of "Hey! GM! Have some fun with this!".

I would be thrilled for GMs to make weapons more unreliable (for Scavengers is a great example, DOC) for that bottom-clenching moment when you really need to kill something!

Well, if you can't explain weapon jams in a high tech context, how about introducing "weapon jammers"? Some sort of anti-weapon device you can use to disrupt a force field, etc. The 1% chance of jamming is explained by your enemy using it...

Firearm1-2 Dud, current round is no good (requires half action to clear)3-5 Jam (aiming and bracing benefits lost) (requires full action to clear)6-8 Weapon goes off randomly. Randomly chose a target within the weapons 1st range. Roll damage as normal.9-11 Hit friend, roll randomly among allies 1st range.12-15 Critical hit on a friend, roll randomly among allies within 1st range16-18 Round goes off in gun, destroying it9-20 Round goes off in gun, destroying it and doing critical hit damage to the holder and everyone in 5ft

Melee1-2 Weapon dropped at feet (half action to pick up)3-4 Weapon stuck in scenery (full round action to remove)5-7 Weapon slings out of hand (roll 1d8 for direction, and 1d10 for # of squares) if a target is there roll damage8-10 Hit ally if within 5 ft other wise drop weapon11-15 Hit ally within 25ft weapon drops at that persons feet6-17 Weapon breaks on scenery18-19 character hits himself20 Weapon breaks injuring character (normal weapon damage)

Explosives1-7 Round or explosive is a dud8-10 Shot friend11-12 Wasn't to smart pointing it down, shoot self (normal)13-16 Round goes off in weapon, or explode in hand, destroying weapon (normal damage)17-19 Round or explosive is a dud20 Create new character